I was really expecting more bite with this post, but perhaps I'm in the minority with wanting these things? If nothing else I thought there would be more support for the request to make it easier to end unit enchantments. Is there a way to do this that I"m not aware of?
emmagine
I do not think the lack of balance was the issue. I think it was the lack of ai or multi player. But all that said, I would rather this thread not turn into a MOM discussion. We have LOADS of those. I really would like to leave this thread discussing these suggestions as they pertain to lh.
There are many things about elemental I like better than mom. Dynamic troop creation, mods ability, skills progression, city levels, and all sorts of other unique things. There are also mom aspects I don't want anywhere near elemental. These things could be used to balance some things (like magic) and add interesting choices to character and faction progression.
1)global enchantments: enchantments that affect everyone and everything. Like "all empire troops function at +2 Atk. " or "all spells cost 50% more except for the casting player. Lots of options for interesting spells. 2) strategic casting times: I liked the mama based one in mom. Here it could still be mana per turn usable, but increasing that limit could be done Through Mage traits and maybe some general ones. 3)interrupts: being able to inte
The overland spell casting time is one of the few major things missing from elemental. "power" (how much mana you could spend per turn as already described) forced very difficult decisions. The other thing that would be nice to see, is the option to add "global enchantments". A uI to manage them, and some dispells that would work on these.
When they threw in the procedural tile yield in Frogboy's custom build, for a brief time the cap was not implemented. It made for the most entertaining maps I've ever played on in fallen enchantress. I have considered changing the tile yield to exclude essence, and add essence to some of the buildings (like mana temples) to work around this, but the problem is that it would be too easy to get way way too much. That's why I've been advocating for an "ou
[quote who="Leo in WI" reply="8" id="3335668"] Quoting NanakoAC, reply 7 opinions aside for a bit. I believe that the way heroes are supposed to work, is that if they fall in combat, they sustain a semi-permanant "injury" and are returned to the front line or to the nearest city, depending on the circumstances. AFAIK, it is not possible for any hero or champion to die permanantly, and any behaviour in which that happens, is a bug. unless the developers have made s
No, the consensus wasn't that people liked the hard cap *as is*. Mr Paxton pointed out how game breaking it was to get a phenomenal city start location for one culture, and none of us had a good argument against that. Almost everyone agreed we don't like it as is, and it robbed fun. I must not have made very clear what I was saying in my original post. By allowing whoever is designing a tile to stipulate weather it contributes to the resourc
NickPL, by adding it the way I described, it could be modded out completely if that's what you wanted to do. All you would have to do is change the yield for the various tiles to contribute their bonuses outside the cap. This would give you the added ability of only making *some* tiles outside the cap. This would make those tiles special. By doing this you could set only tiles that appear in stamps to give outside the cap (this is what I t
Also keep in mind one faction has that trait that inhibits monster attacks.
So after the lengthy thread of my previous request, I think the consensus is that if the tile yield cap to remains, give the option to flag a tile as contributing outside the cap. Then we could flag the special tiles on the wild lands as "outside the cap" and modders could do what they like with the rest of the tiles. I don't know if y'all follow posts after commenting in them, so I figured I'd post this revised solution as its own thread. This would actually be better
I think the solution that would appease everyone the best, would be the ability to flag a tile as contributing to resources after the cap calculation. Then the wild lands could easily be made to exceed the cap, and modders could alter other tiles as they saw fit. Everybody wins.
So one thing I did like about fallen enchantress, was the ability to have rare skills. Is that possibility gone now? Is there a method a modder could use to implement a "rare skill branch" that *might* show up once the player has chosen his class?
I really like your point Derek. And yes, exactly what you said is the point I've been trying to convey. I miss finding that uber spot. It's like finding a really awesome weapon. It completely alters the game progress, and you're excited about it. That *was* the best part about stamps. I cleared them just to build cities. I see four potential solutions that could work individual
Yep. Putting it in the map generation screen would work too. I would like to see a "no limit" option though.
Even if an icon isn't the way to go, cheering, yelling, or w/e would work. The attack animation is deceptive.
It IS the same for every aspect on everything. Before turning new stuff over to players, let the ai do it well. Once no one has any complaints other than "let me do it " the ai is ready :)
It isn't that I think it's "cheating" but there isn't anything fancy to do with unit placement. And if you are going to do it manually, the ai needs to be able to do it just as well. I don't want to have to set up my units if the algorithm is good enough to do it for me, and I don't want the ai too incompetent to do it the same If I'm able to place mine. Lastly, leaving it forced algorithm will cause players to complain about all the holes in the ai d
so you gain accuracy per enemy you are facing, and you gain attack per adjacent friend? When I get home I'll whip up a solution to the problem we are seeing. +1 atk per friend, -1atk per enemy + 5 accuracy Should be per friendly unit shouldn't it?
I don't like the manual placement idea. It gives a. Unfair advantage to the ai and consumes time. It just needs some coding changes to define front line and back line units.
For the first time last night my laptop was able to handle the tactical map without having to go to the cloth map. It tremendously improved gameplay. My machine always*could* handle it, but never well enough to be enjoyabl (choppy). Great job on the optimization!
Love the buff icon idea. +1 karma.
Currently you cannot have more than 9 total resources for a city (3/3/3, or 2/4/3 etc). This nerfs the really awesome locations found in some stamps and super lucky places. Finding these tiles was one of the more fun things to get in the game. Please move the cap to xml or remove it. Thanks!
I'll make a new One for LH
Swarm does *not* attack for the other units. It lowers the defense of the other unit. It needs to be offset though. Each adjacent defending unit should reduce the swarm effect by an equal amount.